Thursday, September 16, 2021

So, You Want to Write a Primer

A "primer" is a small introductory book used to teach people who know little to nothing about a subject.  It's commonly limited to the first textbook for children learning to read, but often the word is co-opted to suggest that basic information will be given about a subject.  The thing to note is that a primer is used for interactive purposes, in a classroom.  The teacher gives the student the primer, asks for it to be read, and then elements of the primer are discussed in class.

When writing a primer on a given subject, focus on the process; do NOT make personal judgments.  Take time to explain the learning process and do not require the reader to be a polished expert once they've read the primer.  Teach the basic terms.  Sketch the general process from beginning to end.  Give common examples that challenge or deviate from the expected process.  Provide some information regarding how success in the activity is defined.

Now, let's discuss specific applications of this to D&D.

Take a minute and write down one or two basic assumptions you have about how people learn to play D&D.

What sort of people play D&D?  How much general basic education is required?  How old should a person be?  Are games for young people similar to those for older people?

What is the purpose of the game in terms of its process?  Avoid discussing personal accounts of what it means to them, specifically.

What roles do the participants fulfill?  What are each supposed to do in order for the game to be played?

What counts as "play"?  What counts as filling time between play?  Once play is defined, how does the tangible reward system for play work?  Avoid discussing things that do not have a physical presence.

Describe some of the places and events that are likely to take place in a D&D game.  Describe what purpose these things fulfill as regards the game.  Discuss strategies regarding how these things are played well.  Draft out some situations and give examples of play that would ordinarily be expected.

Divide the game into processes, ie., equipping the party, combat, role-playing with NPCs, character creation, tangible advancement and improvement.  Give outlines for each and then give assignments for the reader to "try," to see if the reader can perform the process described.

Explain how, then ask the reader to invent imaginary things related to the game, including those things already discussed.  Examples would be inventing a dungeon room, a dungeon map, and outdoor map, both a player and a non-player character, a game map, a strategy for four PCs to attack eight goblins, negotiating for information, searching an area, etc.  Suggest methods for how the reader could successfully approach these things without giving the player instructions on what to do exactly.

Define rules the reader should be familiar with, concentraing on those related to process.  Explain the game's etiquette.

Provide a general description of a fictional session, from beginning of the session to its end, using no more than 500 words.

Provide a general description of a five session campaign, with what events occurred in what sessions, using no more than 1,000 words.

Ask the reader to write out their own version what they think a session or a campaign of their own might be like.  Do not expect accuracy or express a judgment.  Identify misunderstandings and make notes for what to address in a classroom setting.

Define a rubric that gives the reader a comprehension of what equates as "good play" vs. "bad play."  Base this rubric upon a specific practical evaluation of the reader's ability to manage the game's process.  Exempt any rubric based upon the reader's enjoyment or personal view of the game.  These cannot be taught.

Encourage the reader to find companions to play with.


5 comments:

  1. So catching up on my blog reading...

    At the end of this I immediately thought of the 83(mentzer) basic set. It's not perfect by any means, and definitely misses some key points you list, but I think it had the goal of being a Primer as you describe it.

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  2. Okay, so let's look at that. In the Preface, Frank Mentzer, 1983, he writes,

    "This is a game that is fun. It helps you imagine.

    "As you whirl around, your sword ready, the huge, red, fire-breathing dragon swoops towards you with a ROAR!"

    Great. Now you find me comparable text in the rules of Monopoly.

    Then you can find me rules regarding whirling, swooping and roaring. Oh, none? That's because this is FLAVOUR TEXT, which is exactly what this post says to avoid.

    "Oh, but why avoid it?" you ask. Because it's prejudicial. It wants you to see the game as Mentzer sees it. He envisions the process of a dragon attacking in precisely these phrases, and rather than realize that it's up to the players to invent THEIR OWN phrases, he cuts right to priming you to think as he thinks. Not because his thinking improves your game play, mind you; or because his momentary flash of fiction-writing actually adds to the rules ... but because he wants to SHINE as the designer. This isn't a game of D&D; this is a game rewritten by the great Frank Mentzer, you fool.

    "Unfair," you say. "It's just flavour text. It's harmless." Oh yes, totally harmless. Then again, there's this line he adds in the same column:

    "You, along with your friends, will create a great fantasy story, you will put it away after each game, and go back to school or work, but - like a book - the adventure will wait."

    Like a STORY. Like a BOOK. Holy fucking shit. This isn't a story or a book. It's a GAME. And this is exactly the bullshit that's fucked up the thinking on what the game is. Right there, in 1983.

    Maybe you don't understand what a primer is. Think back, 'way back, when you had to learn your letters for the very first time. When the each page had a great big letter on it.

    Remember the part your teacher read out to you, all those nonsense squiggles that didn't make sense? Which said, "Now you, future master of the English Language, you will go on to become a great writer, a beacon of literature, the most impressive author the world has ever seen ...!"

    No, you don't remember that, because it wasn't there. You learned your letters. That's it. That's all I learned, that's all anybody learned. Because it wasn't your teacher's job to make you Shakespeare.

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  3. It was just my first impression after your list of things to consider including in a Primer for d&d. I don't think it's as amazing as some people purport it to be, yet it definitely was written with the intent of teaching people who know nothing about the game how to play.

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  4. Yeah. Listen, I'm sorry for the sarcasm. It's only that what it's "teaching" is a sort of pollution. It's late, I want to go to bed, but I know I'm going to have to write a post first about this. It'll be up in a bit.

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